Slashdot Mirror


Valve Job Posting Confirms Hardware Plans

redletterdave writes "Valve is reportedly interested in building hardware. The Bellevue, Wash.-based software developer added a job posting to its site on Tuesday morning for an industrial designer. We're frustrated by the lack of innovation in the computer hardware space though, so we're jumping in,' the posting said. 'Even basic input, the keyboard and mouse, haven’t really changed in any meaningful way over the years. There's a real void in the marketplace, and opportunities to create compelling user experiences are being overlooked.'"

219 comments

  1. We all know what this means. by Anonymous Coward · · Score: 5, Funny

    Well, at least we'll never have to buy more than two consoles from them.

    1. Re:We all know what this means. by fa2k · · Score: 1

      But you'll only be able to use one at a time

    2. Re:We all know what this means. by dywolf · · Score: 1

      Ya: an even longer wait for HL2:Episode 3, and figuring out just what the man in the grey suit has to do with everything!

      --
      The guy who said the election was rigged won the presidency with the second-most votes.
    3. Re:We all know what this means. by gl4ss · · Score: 2

      Ya: an even longer wait for HL2:Episode 3, and figuring out just what the man in the grey suit has to do with everything!

      the guy in the grey suit was the finance guy trying to get them to finish the game for publication. isn't it obvious? now that they're loaded with in-house money he hasn't been around too much.

      --
      world was created 5 seconds before this post as it is.
  2. Keyboard and mouse hasn't changed for a reason by Missing.Matter · · Score: 5, Insightful

    Even basic input, the keyboard and mouse, haven’t really changed in any meaningful way over the years

    Maybe the reason for this is the basic form works. The design of the wheel hasn't changed much in a 5 thousand years either. I wonder why.

    1. Re:Keyboard and mouse hasn't changed for a reason by Anonymous Coward · · Score: 4, Funny

      Nuh uh! You're just crusty and old and resistant to change. How dare you want stable, mature interfaces rather than ever changing bullshit to justify the job of some hipster designer. What next? You're going to tell me we shouldn't ditch steering wheels and pedals in cars? FUCK YOU YOU FUCKING LUDDITE!!!!

    2. Re:Keyboard and mouse hasn't changed for a reason by blahplusplus · · Score: 1

      How unenlightened, I've always wanted to put a d-pad on the thumb side of the mouse for easy weapon switching instead of reaching keys in odd spaces. Even with keyboard customization distributing the load to a hand that is more idle (the aiming hand) that merely only moves the mouse increases efficiency.

      I've had tonnes of insights into how hardware and user interfaces as well could be better designed. Perhaps you need to learn about the fact that you don't live in reality but only your awareness? i.e. what you see is highly dependent on how much you've exposed yourself to learning how to observe which takes a lifetime of experience and often from the school from hard knocks about how much your mind ISN'T capable of recognizing the truth, you won't "know it when you see it" because that is not how your mind works.

      http://bit.ly/dYaWUc

    3. Re:Keyboard and mouse hasn't changed for a reason by bluefoxlucid · · Score: 0

      The design of the human penis, however, has followed the same route as the design of the automobile: it just gets slowly bigger over the decades as riders demand something larger with each generation.

    4. Re:Keyboard and mouse hasn't changed for a reason by Anonymous Coward · · Score: 0

      I'm not so sure. If they could use economy of scale to get This gadget down in price and more accurate it would change the way we think about user interface design entirely. Add a pico projector to it and Android/iOS drivers, and I think you'd revolutionize mobile wearable computing entirely.

    5. Re:Keyboard and mouse hasn't changed for a reason by HarrySquatter · · Score: 2

      You realize you can already so that with your scroll wheel, right?

    6. Re:Keyboard and mouse hasn't changed for a reason by Anonymous Coward · · Score: 0

      Which side is the thumb side, left or right? How long is the thumb? What is the vertical movement capability of the thumb for operating the Dpad without compromising the grip while moving the mouse?
      There's a reason for why a lot of insights that people have aren't done.

    7. Re:Keyboard and mouse hasn't changed for a reason by Hentes · · Score: 1

      There were/are many alternative controllers, they just never became popular because keyboard+mouse works just fine.

    8. Re:Keyboard and mouse hasn't changed for a reason by blahplusplus · · Score: 1

      The scroll wheel has flaws in that you can over scroll, and miss the weapon you actually want to get, a d-pad lets you just assign weapons to each direction your thumb say rests in the middle and each weapon is equidistant (short) from the center. With a mousewheel you have to cycle through weapons list and you can often miss during harried fights or you have to slow down. Not my idea of accurate controls in tense highspeed action games where reaction time matters.

      Now this is not to say there aren't keyboard based solutions to these problems or just designing the interface better. But a d-pad simply cuts out being able to accidentally miss (because of having to 'cycle through') you go directly to the weapon you want via direction.

    9. Re:Keyboard and mouse hasn't changed for a reason by blahplusplus · · Score: 1

      my bad responsed to the wrong poster.

    10. Re:Keyboard and mouse hasn't changed for a reason by VGPowerlord · · Score: 1

      My mouse already has two buttons on each side of the mouse (although the two on your non-mouse hand are hard to press so I don't usually map anything to them).

      Plus, Valve games already do weapon switching via the mouse wheel. Just make sure you turn on fast weapon switching or it'll drive you mad (you mean I have to click the primary mouse button before it'll switch weapons?!)

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    11. Re:Keyboard and mouse hasn't changed for a reason by blahplusplus · · Score: 1

      The scroll wheel has flaws in that you can over scroll, and miss the weapon you actually want to get, a d-pad lets you just assign weapons to each direction your thumb say rests in the middle and each weapon is equidistant (short) from the center. With a mousewheel you have to cycle through weapons list and you can often miss during harried fights or you have to slow down. Not my idea of accurate controls in tense highspeed action games where reaction time matters.

      Now this is not to say there aren't keyboard based solutions to these problems or just designing the interface better. But a d-pad simply cuts out being able to accidentally miss (because of having to 'cycle through') you go directly to the weapon you want via direction.

      More importantly I've thought these ideas through an made mockups (home made versions) to test for flaws so please spare me your bs.

    12. Re:Keyboard and mouse hasn't changed for a reason by blahplusplus · · Score: 0

      "There's a reason for why a lot of insights that people have aren't done."

      I've thought these ideas through an made mockups (home made versions) to test for flaws so please spare me your bs.

    13. Re:Keyboard and mouse hasn't changed for a reason by s73v3r · · Score: 0

      D-Pad also has the limitation of only having 4 weapons.

      More importantly I've thought these ideas through an made mockups (home made versions) to test for flaws so please spare me your bs.

      And how many other people were involved in that testing?

    14. Re:Keyboard and mouse hasn't changed for a reason by hawguy · · Score: 1

      How unenlightened, I've always wanted to put a d-pad on the thumb side of the mouse for easy weapon switching instead of reaching keys in odd spaces. Even with keyboard customization distributing the load to a hand that is more idle (the aiming hand) that merely only moves the mouse increases efficiency.

      So why don't you already have such a mouse? It's not like multi-button gaming mice don't exist.

      Here's a 17 button model:

      http://www.newegg.com/Product/Product.aspx?Item=N82E16826153064

      (not exactly a thumbable d-pad but you could use those 12 thumb buttons as a d-pad if you wanted to)

      And here's a more modest 13 button mouse:

      http://www.newegg.com/Product/Product.aspx?Item=N82E16826104377&Tpk=g700

      If there's something magic about a pure D-pad on a mouse, then design it, find a chinese manufacturer to make it and you'll be rich. But probably not or Logitech would have already released it if there was demand. Just because you thought of it doesn't mean that it's a revolutionary idea that will change the nature of gaming mice.

      My 5 year old mouse has 5 buttons beyond the normal 3 buttons + wheel. (and I never use the extra buttons).

    15. Re:Keyboard and mouse hasn't changed for a reason by Anonymous Coward · · Score: 0

      probably just his mom and dad

    16. Re:Keyboard and mouse hasn't changed for a reason by crazyjj · · Score: 1, Insightful

      I know I'm going to get modded into oblivion for saying this. But I've gamed about every way imaginable. And the k/m, much beloved as it is by PC gamers, wasn't designed for games--and to me it shows. For one thing, movement with the keyboard lacks the nuance of an analog joystick. When I move in a console game, I control the speed of the movement. With a keyboard, it's either run or stop--on or off. And the mouse, while offering more speed and precision on a large display than a joystick, feels artificial to me (sorry to those of you who love the ultra-quick headshot). Of course, there is also the overarching issue that a k/m makes a really shitty controller if you're playing anywhere else but on a desktop. This is one of the many reasons I drifted away from PC gaming a few years back and into consoles (along with the money I saved not having to constantly chase the upgrade dragon).

      Now, flame away. I've already put my asbestos undies on.

      --
      What political party do you join when you don't like Bible-thumpers *or* hippies?
    17. Re:Keyboard and mouse hasn't changed for a reason by blahplusplus · · Score: 1

      You realize they've already started making mouse with direct inputs for MMO's right? I wouldn't be surprised of a dpad variety shows up.

      http://www.ncix.com/products/?sku=74357&vpn=910-002864

      So please spare me your bs.

    18. Re:Keyboard and mouse hasn't changed for a reason by blahplusplus · · Score: 1

      I know because no company would EVER make a mouse with direct input on the side... OH WAIT...

      http://www.ncix.com/products/?sku=74357&vpn=910-002864

    19. Re:Keyboard and mouse hasn't changed for a reason by Desler · · Score: 0

      The Internet Tough Guy act is pretty lame just so you know. No one is impressed by the fact that you can make a mockup. Any dipshit can.

    20. Re:Keyboard and mouse hasn't changed for a reason by Anonymous Coward · · Score: 0

      You could have 8 weapons if you consider than the NE/SE/SW/NW corners in the D pad. 8 Weapons is just about right in FPS.

    21. Re:Keyboard and mouse hasn't changed for a reason by Desler · · Score: 1

      So there is all this science behind your idea yet you don't provide any of it. You just lash out like a petulant child trying to act cool because "I mades mockups!!!".

    22. Re:Keyboard and mouse hasn't changed for a reason by Anonymous Coward · · Score: 0

      Except the design of the wheel has changed over 5 thousand years... Instead of stone or lumber thrown on the ground, we're making them of solid rubber, inter-tubes, knobby, not perfectly round, with holes in them (mars rover), mesh (moon rovers), 1 meter in diameter to microscopic diameters, metal, tracked, geared, etc.

      To say the design of the wheel hasn't changed much in the last 5 thousand years is a moronic understatement. The original wheel has gone through more design changes than probably any other technology ever.

    23. Re:Keyboard and mouse hasn't changed for a reason by Githaron · · Score: 1

      A lot of PC games now days support the Xbox 360 controller right out of the box. Also, you no longer have to constantly upgrade your system to play games well. Most of the developers are developing with console being the lowest common denominator. Since new and more powerful console do not come around very often, the games are not designed to use cutting edge hardware.

    24. Re:Keyboard and mouse hasn't changed for a reason by Charliemopps · · Score: 1

      But you're wrong... it doesn't work. The current mouse/keyboard only works when sitting at a desk. Try it on your couch and you're screwed. The Gamepad works on the couch but is severely limited in its function. We need the easy of use of one with the advanced functionality of the other. And this is just 1 component. Sounds like valve wants to look at more than just keyboards...

    25. Re:Keyboard and mouse hasn't changed for a reason by Githaron · · Score: 1

      Also, games on Steam are dirt cheap during the holidays.

    26. Re:Keyboard and mouse hasn't changed for a reason by Desler · · Score: 0

      Just because you thought of it doesn't mean that it's a revolutionary idea that will change the nature of gaming mice.

      But he's made mockups!! Stop spouting bs! </sarcasm>

    27. Re:Keyboard and mouse hasn't changed for a reason by 93+Escort+Wagon · · Score: 1

      I know I'm going to get modded into oblivion for saying this.

      Nothing against you personally, but - just once, I'd like to see this actually happen after someone says it.

      "He makes a good point, but he said he knows he'll be modded into oblivion... so '-1, Flamebait' it is!"

      --
      #DeleteChrome
    28. Re:Keyboard and mouse hasn't changed for a reason by Hatta · · Score: 5, Insightful

      That's all irrelevant. What matters is that keyboard and mouse gamers beat the pants off of gamepad players whenever they go head to head. The keyboard and mouse is the superior controller by the only metric that matters, performance.

      --
      Give me Classic Slashdot or give me death!
    29. Re:Keyboard and mouse hasn't changed for a reason by nschubach · · Score: 1

      They already make mice with d-pads... but they are designed for use with the consoles.

      I have the predecessor (non-elite) to this one for the PS3: http://www.amazon.com/Aimon-PS-Elite-PC-PS3/dp/B0044B6WYE

      It works pretty well.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    30. Re:Keyboard and mouse hasn't changed for a reason by WillAdams · · Score: 1

      That said, there have been some very cool alternative input methods which have been tried in the past.

      In particular, the keyboard and mouse _and joystick_ of Psygnosis' game _Obliterator_ (one positioned the keyboard in-between the twain and used it at need --- if memory serves, long range weapons were aimed w/ the mouse, while the joystick controlled movement and direct fire weapons).

      I'd also like to see more done w/ motion games --- outside of IR aiming, only _Legend of Zelda: Skyward Sword_ and _Red Steel 2_ have really pushed on that envelope. I was especially disappointed that _The Last Story_ didn't try for at least IR pointing to aim and look around, and to at least use motion controls for the mini-game like sword duel bits and shaking should certainly have been more cathartic than just toggling the joystick. I was pleased w/ Horizon Rider's use of the balance board though.

      A full-fledged RPG w/ full motion controls and use of the balance board for movement would be a nice addition to my workout regime.

      William

      --
      Sphinx of black quartz, judge my vow.
    31. Re:Keyboard and mouse hasn't changed for a reason by Desler · · Score: 1

      And that has plenty of reviews about it not being very good.

    32. Re:Keyboard and mouse hasn't changed for a reason by Anonymous Coward · · Score: 0

      More like, A lot of games now days are just shameless ctrl-c ctrl-v ports of Xbox games and have K/M support hacked in at the last minute.

      Very few people develop for PC any more, Console is first port of call due to market share, piracy blah blah blah

    33. Re:Keyboard and mouse hasn't changed for a reason by Missing.Matter · · Score: 1

      But you're wrong... it doesn't work. The current mouse/keyboard only works when sitting at a desk.

      That's like saying the wheel doesn't work unless it's rolling on the road. Try flying with it and you're screwed. The keyboard and mouse have been optimized to accomplish work on our desktop GUIs, and our GUIs have been optimized to work with mouse and keyboard. To point at this and say (as Valve is) "Things haven't changed much, there must be a problem with innovation" seems to sidestep the question of whether there is any real problem we have for which we need to innovate a solution.

    34. Re:Keyboard and mouse hasn't changed for a reason by blahplusplus · · Score: 1

      That isn't a dpad it has buttons in similar orientation of a dpad, not only that the orientation of the buttons are off and the side of the mouse is too sharp (straight). More importantly the buttons are not aligned properly, and my 'dpad' meant variations on d-pad like design. Not just cutting and pasting parts I had something specific and custom designed in mind.

    35. Re:Keyboard and mouse hasn't changed for a reason by VGPowerlord · · Score: 1

      For one thing, movement with the keyboard lacks the nuance of an analog joystick. When I move in a console game, I control the speed of the movement. With a keyboard, it's either run or stop--on or off. And the mouse, while offering more speed and precision on a large display than a joystick, feels artificial to me (sorry to those of you who love the ultra-quick headshot).

      The keyboard is a terrible controller. Its only saving grace is the sheer number of keys it has... I have at least one FPS where every key on the left side of the keyboard is assigned to something (WASD for moment, ~ for game console, 1-5 for weapons, Tab for scorboard, Q for quick switch, E to call for a Medic, R to reload, F to taunt, G to use an action item, ZXC for "voice" menus, V for push to talk voice chat, CTRL to crouch, spacebar to jump.. pretty sure shift and caps lock have things assigned to them too, although I can't remember what at the moment.

      A mouse is no more artificial than a joystick. A joystick is good for turning/strafing, but it's terrible for precision aiming ("ultra-quick headshot" as you refer to it). Most console FPS games have automatic aim assist to compensate for the joystick's terribleness at aiming.

      In theory, the Wii remote would make an excellent aiming device. Unfortunately, it's hooked to a game system that has less power than my PC had at the turn of the millennium, let alone now. Oh, and using the pointer for a turning device as well? Metroid Prime 3 and Metroid Prime Trilogy showed how to mess that one up (capped turn speeds, was extremely picky about turning in general).

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    36. Re:Keyboard and mouse hasn't changed for a reason by 19thNervousBreakdown · · Score: 2

      Actually studies have shown that people react better in emergency situations with a joystick, in that they're more likely to steer and brake at the same time. I can't say whether it makes you able to take a corner more optimally, but in passenger cars, where safety is the primary concern as opposed to a race car, a steering wheel and pedals isn't as good as it gets.

      --
      <xml><I><am><so><damn>Web 2.0</damn></so></am></I></xml>
    37. Re:Keyboard and mouse hasn't changed for a reason by Cinder6 · · Score: 1

      I agree on the movement aspect, and it's why I use a 360 controller as a gamepad in some games. Some games just work better with a joystick (or even d-pad) than they do on a keyboard. On the other hand, other games are much better with the traditional KB/M setup.

      --
      If you can't convince them, convict them.
    38. Re:Keyboard and mouse hasn't changed for a reason by DragonTHC · · Score: 1

      I'm pretty sure they're referring to the novint Falcon 3D.

      Steam has supported this for a long while. I's love to see hardware come from valve. The whole company is a skunk works of sorts. Their hardware would be no different.

      --
      They're using their grammar skills there.
    39. Re:Keyboard and mouse hasn't changed for a reason by blind+biker · · Score: 4, Insightful

      I know I'm going to get modded into oblivion for saying this.

      I wish sometimes posts starting with this phrase actually got modded into oblivion. The sheer drama-queenish whininess is starting to irritate me.

      If you have something controversial to say, just fucking say it. No need for the preemptive whining.

      --
      "The agriculture ministry is not in charge of Gundam" - Japanese ministry official.
    40. Re:Keyboard and mouse hasn't changed for a reason by trimpnick · · Score: 1

      Valve doesn't seem to be in the business of developping WORK software (though they may sell them soon). So saying that the keyboard and mouse is right for gaming because it was designed and optimized for work really misses the point.

    41. Re:Keyboard and mouse hasn't changed for a reason by h4rr4r · · Score: 1

      Interesting, how do they do force feedback?
      Ideally such a system would need to not let you just overpower the force feedback mechanism as that would mean joystick position would not reflect reality.

    42. Re:Keyboard and mouse hasn't changed for a reason by aliquis · · Score: 1

      Analogue WASD keys seem interesting though.

      Or an analogue keyboard in general.

    43. Re:Keyboard and mouse hasn't changed for a reason by Desler · · Score: 1

      Why wouldn't the console and PC versions of a game share lots of code? It would be dumb to not write your game in a way that plenty of the code has no need to be rewritten when ported. Why having portable code is a bad thing in your mind is interesting to say the least.

    44. Re:Keyboard and mouse hasn't changed for a reason by gman003 · · Score: 1

      Okay, so let's try improving K/M to fix those weaknesses, rather than trying to start from scratch, or trying to improve the gamepad.

      Keyboard, with analog key inputs. That lets you control your movement rate more finely. For general typing, that might control the repeat rate - or it could just be ignored, treated as a digital input. That would also necessitate removing any limits on simultaneous keypresses - current keyboards often cannot handle more than 5-8 keys at once (with exceptions).

      And while I disagree with your assessment of the mouse as a controller, I will note that there are already controllers that use a gamepad-like thumbstick rather than an optical tracker or ball.

    45. Re:Keyboard and mouse hasn't changed for a reason by h4rr4r · · Score: 1

      Drive you mad?
      Needing another key press to swap is the whole point. You run with the knife select the M4 and switch when you get there or Galil if you are a T.

    46. Re:Keyboard and mouse hasn't changed for a reason by Anonymous Coward · · Score: 0

      Most gamers like to get away from their desks, and have gaming fun on the big screen, surround sound and sub. Not everyone is a dweeb that hides in their bedroom.

    47. Re:Keyboard and mouse hasn't changed for a reason by VGPowerlord · · Score: 1

      Yes, exactly... why don't you own one of those?

      I opted not to get one of those when last getting a new mouse... too many buttons for my taste.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    48. Re:Keyboard and mouse hasn't changed for a reason by Anonymous Coward · · Score: 0

      You really don't understand that your own broken mind is causing your problems in interacting with others.

    49. Re:Keyboard and mouse hasn't changed for a reason by RyuuzakiTetsuya · · Score: 0

      Show me the first guy to win a fighting game tournament using a keyboard and I'll agree with you.

      There are more types of games than FPSes and MMOs.

      --
      Non impediti ratione cogitationus.
    50. Re:Keyboard and mouse hasn't changed for a reason by Anonymous Coward · · Score: 1

      YOUR BRIAN DOESN'T WORK ON REALITY OR FACTS

      You ought to forward that quote to the writers of Family Guy, because I can totally hear the voice actor for Stewie uttering that phrase.

    51. Re:Keyboard and mouse hasn't changed for a reason by VGPowerlord · · Score: 1

      I guess that makes sense in games where one weapon makes you move faster.

      I'm used to playing TF2. Melee weapons don't make you move faster in TF2*. There are really only a handful of weapons in the entire game where you'd want to have a weapon selected but not switched to, out of something like 200 unique weapons in the game.

      * There are two exceptions:
      1. The Gloves of Running Urgently make the Heavy (one of the two slowest class in the game) move at nearly the speed of the standard classes, but the Heavy takes double damage while they're equipped and 3 seconds after you change weapons.
      2. The Disciplinary Action allows the Soldier (the other slow class) to hit a teammate with it to make both the Soldier and the person he whipped move faster for about 5 seconds. This makes more sense when you realize TF2 has Friendly Fire off by default (very important since one of the classes can disguise as any class on either team).

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    52. Re:Keyboard and mouse hasn't changed for a reason by Luyseyal · · Score: 1

      Hrm, and here I was thinking it was a marketing strategy for getting your post seen. Controversy first, then the message.

      Perhaps for April Fools Day 2013, Slashdot should have a mod that prepends the phrase to every post.

      -l

      --
      Help cure AIDS, cancer, and more. Donate your unused computer time to worldcommunitygrid.org. Join Team Slashdot!
    53. Re:Keyboard and mouse hasn't changed for a reason by UnknownSoldier · · Score: 1

      > My mouse already has two buttons on each side of the mouse (although the two on your non-mouse hand are hard to press so I don't usually map anything to them).

      I highly would recommend customizing your settings; it is well worth it.

      I use my thumb buttons for voice communication. Having to type is so archaic.
      ThumbForward - Push-To-Talk
      ThumbMiddle - Use key
      ThumbBack - Teamspeak / Ventrilo

      > Valve games already do weapon switching via the mouse wheel.
      Having played FPS for year, using the mouse wheel to select weapons is incredibly slow compared to keyboard since you need to cycle through them to get to the right weapon. It is significantly faster to just press a single key to select the correct weapon.

      This frees up the mouse wheel for other uses
      WheelUp - toggle flashlight (L4D/L4D2)
      WheelDn - spray logo

      or use the mouse wheel as the traditional sniper zoom.

      But hey, whatever floats your boat. Just saying there are options that may be more efficient. ;-)

    54. Re:Keyboard and mouse hasn't changed for a reason by VGPowerlord · · Score: 1

      Show me the first guy to win a fighting game tournament using a keyboard and I'll agree with you.

      There are more types of games than FPSes and MMOs.

      True, but talking about just FPSes would be on topic, since the article is about Valve. They are a company that, to date, has made two games that aren't an FPS. One of those games was Alien Swarm, a top-down shooter that still uses the mouse to aim. The other is DOTA 2, a MOBA that hasn't officially launched yet.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    55. Re:Keyboard and mouse hasn't changed for a reason by Anonymous Coward · · Score: 0

      Try expressing even MILD skepticism of Global Warming sometime on /. Your karma will end up in the dirt no matter *what* else you say (or if you're Mother Teresa and Steve Wozniak's angelic son, for that matter).

    56. Re:Keyboard and mouse hasn't changed for a reason by UnknownSoldier · · Score: 1

      edit:
      Having played FPS for ~ 20+ years

    57. Re:Keyboard and mouse hasn't changed for a reason by UnknownSoldier · · Score: 1

      That's not really a good design IMHO.

      You want to use spatial memory and touch feedback to help guarantee the player won't over-shoot the side thumb buttons. i.e. There is an optimal balance between minimizing the number of buttons and maximizing the number of buttons.

      I've found 3 side thumb buttons to be great. Another post in this thread suggested a D-Pad for the thumb -- I think that would work even better yet. Any more then that though and you are now starting to incur penalties.

    58. Re:Keyboard and mouse hasn't changed for a reason by Desler · · Score: 1

      The problem is that there is a glut of designers who need to get jobs then justify their position once they score it.

    59. Re:Keyboard and mouse hasn't changed for a reason by Reapy · · Score: 1

      Oh that is a neat one. I grabbed the razer one with 12 on the side, I end up basically using about 3/4 of the 12 buttons on it because the rest are just too hard to comfortably reach. Moreover, if you stretch weird I have a nasty habit of shifting the mouse around and upsetting my aim/view which is a bit frustrating. For a bunch of them I have to sort of counter balance the mouse so the thumb press doesnt send it off into oblivion, all in all I'd just say it isn't that comfortable.

      This one looks like an improvement somewhat with a way to feel where the buttons are and maybe they don't have as much throw for pressing.

      I used to think I wanted a ton of buttons on the mouse for gaming, but at the end of the day I think just 5 or 6 work pretty well, a "rocker" 2 buttons on the thumb, or maybe even a 4 way there, and a few scattered around like on the 'RATT' or whatever it is now is probably optimum.

      Actually I finally got a HOTAS controller a while ago, and there are a lot of really neat button types on it, some of them could probably get interesting on the mouse, like the little nipple mouse mover, a mouse on a mouse maybe... could see it. Hell, has anyone done a trackball + mouse?

      I bet you could do some wild stuff with that.

    60. Re:Keyboard and mouse hasn't changed for a reason by UnknownSoldier · · Score: 1

      It's unfortunate your message lacks tact because your otherwise insightful post is forcing people to shoot the messenger instead of listening the message. :-/

      Speaking of facts have you read the book: "The Righteous Mind: Why Good People Are Divided by Politics and Religion"
      It is a catalog of six fundamental ideas that commonly support moral systems: care, fairness, liberty, loyalty, authority and sanctity.
      http://www.amazon.com/The-Righteous-Mind-Politics-ebook/dp/product-description/B0052FF7YM

      Speaking of Math, have you read the graphic novel Logicomix
      http://en.wikipedia.org/wiki/Logicomix

    61. Re:Keyboard and mouse hasn't changed for a reason by PeanutButterBreath · · Score: 1

      The keyboard and mouse is the superior controller by the only metric that matters, performance.

      Only if you choose a style of game that caters to that control method and agree that performance is the only metric that matters. Take any arcade driving, shooting or dancing game, replace the specialized, context-appropriate control methods with your better "performing", keyboard and mouse controllers and watch the dust collect. Would you rather play a head to head fighting game with an arcade stick or a keyboard/mouse?

      Even if FPS games are the most relevant to Valve, perhaps they see that as a problem to solve.

      I'd also argue that the supremacy of the keyboard/mouse for PC games is a byproduct of the PC's limitations and the impracticality of creating an immersive gaming experience on general-purpose computer.

    62. Re:Keyboard and mouse hasn't changed for a reason by blahplusplus · · Score: 1

      Nope sorry, I've put in the hours, the commenters here have not.

      http://www.sciencedaily.com/releases/2011/09/110903142411.htm

    63. Re:Keyboard and mouse hasn't changed for a reason by Hatta · · Score: 1

      I'm not sure that there's any competetive advantage to not getting somewhere as fast as possible in an FPS. For other games where analog control is appropriate, we have analog joysticks, steering wheels, paddle controllers, and trackballs.

      --
      Give me Classic Slashdot or give me death!
    64. Re:Keyboard and mouse hasn't changed for a reason by blahplusplus · · Score: 1
    65. Re:Keyboard and mouse hasn't changed for a reason by VGPowerlord · · Score: 2

      Valve games already do weapon switching via the mouse wheel.
      Having played FPS for ~ 20+ years, using the mouse wheel to select weapons is incredibly slow compared to keyboard since you need to cycle through them to get to the right weapon. It is significantly faster to just press a single key to select the correct weapon.

      I've been playing multiplayer FPS games on and off since the original Doom in 1993 (10Base2 coax LAN ftw). However, I took a break from them from sometime in 2003 (I know because Unreal Tournament 2003 was out, but 2004 wasn't) to 2008 when I picked up Team Fortress 2. Unfortunately, when I came back to them is when I picked up the habit of using the mouse wheel.

      I've played TF2 for the past 4.25 or so years. Unlike most games, TF2 has you start out with all the equipment for your class (Loadouts aren't important for this discussion).

      7 of the 9 classes only have 3 weapon slots. Meaning that any other weapon is just one scroll of the mouse wheel away; two if you go the wrong way.

      Having said that, I play Spy the most. Spy has 4 weapon slots and a right-click item. I tend to manually trigger slot 4 (the Spy's disguise kit) because I'll be using it almost every time I'm invisible (the right-click item) and after every kill.

      The problem is that I tend to use the mouse wheel while switching between the other 3. The Knife (slot 3) has an instant-kill backstab, but is otherwise the weakest weapon in the game. The Sapper (slot 2) only works on Engineer buildings (and robots in the new mode). That leaves the Revolver (slot 1).

      In case it wasn't obvious, that means you want to switch between weapons 3 and 1 quickly as the situations dictates, but I still tend to use the mouse-wheel for it.

      So, yes, I need to get back into the habit of using 1-3 to switch between my main weapons.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    66. Re:Keyboard and mouse hasn't changed for a reason by Desler · · Score: 1

      I'd also argue that the supremacy of the keyboard/mouse for PC games is a byproduct of the PC's limitations and the impracticality of creating an immersive gaming experience on general-purpose computer.

      And what are these limitations and what makes a 'general-purpose computer' impractical to make immersive gaming on?

    67. Re:Keyboard and mouse hasn't changed for a reason by Anonymous Coward · · Score: 0

      don't see how a joystick could work in a car, in a car you are basically one meter from disaster as long as you are moving

    68. Re:Keyboard and mouse hasn't changed for a reason by Reapy · · Score: 1

      Look into what a 'hitbox' is. There is some debate about them being fair or not. Essentially its a standard tourny joystick (so granted not keyboard buttons) with the 4 way directions mapped to buttons rather than a stick. The old street fighter style things are usually 4 button clickers so it translates to buttons easily.

      The plus is that there is no throw time that a joystick has, plus 100 guaranteed input for complex movements.

      Following this precedent of a hitbox, I would say a keyboard user could very easily take down person using a tournament stick.

      Though I agree with some points here, kb mouse is not the holy grail of all game styles, each one has its own. Though I will say in fast games you are generally wanting to move full tilt in any direction so the key is actually better as there is no throw time.

      For games that need it like flight sims and racing games, there are specialty controllers for that While in general the controller analog stick works better than the binary keyboard, the throws are often too small and tight to easily find all the areas in the middle you need to say hold a turn in a race game.

    69. Re:Keyboard and mouse hasn't changed for a reason by Anubis+IV · · Score: 2

      Who says the gamepad is the preferred way that things should work? This is a question about whether or not there should be more methods for input in general. The keyboard/mouse combo is great, since it's INCREDIBLY versatile, but it's shoehorned into all sorts of places where it may not be the best option available, or else where its widespread adoption has actually stunted the growth of better alternatives.

      I'm curious how gamers using a keyboard/mouse would compare against gamers using something like a Wiimote in an FPS where each group was equally proficient with their input method of choice. When I played through the Wii version of Metroid Prime, it just felt like the natural way that FPS games should be going for their controls, and with a bit of a reduction in latency and gamers putting as much time into honing their craft using that tool as opposed to a keyboard/mouse, I could see it being a much more capable system as measured by your metric. It retains nearly all of the benefits afforded by the mouse (e.g. ability to move the reticle as fast as the hand can move, pinpoint targeting, etc.) while being entirely more natural since it does not involve an extra mental abstraction (i.e. you're actually pointing at your target).

      And even if the Wiimote shouldn't replace the mouse, why should the keyboard remain untouched? With its binary on/off keys, it seems like a prime candidate for getting replaced by an analog controller of some sort. Why not make something that looks like a combination of a Wii Nunchuck and an n52te? It may look like a monstrosity, but it might be far more capable of enabling solid gameplay than the keyboards being used by many gamers today, which is what you seem to think matters.

      All of this is to say that we should be looking for more input methods that may be better than what we already have. While the keyboard/mouse really is the undisputed king of FPS input today, we should be trying to find whatever is next. The keyboard/mouse is an extremely versatile general purpose tool, so if we put some thought into the design of something new and gave it the practice time it needed, I wouldn't be surprised if we could come up with something significantly more capable and more fun for many gaming needs.

    70. Re:Keyboard and mouse hasn't changed for a reason by Talderas · · Score: 1

      Just because you're incapable of filing to memory all your weapons and the order which they scroll and lack the manual dexterity to precisely and quickly scroll to the desired weapon does not mean the rest of us are incapable.

      Further, weapon slots are designed in such a way the weapons are appropriately clustered. FPS have been greatly moving towards two weapon games. In fact, I cannot think of a game that has more than 3 combat weapons. So at most you're usually scrolling up or down ONCE to get to the other weapon.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    71. Re:Keyboard and mouse hasn't changed for a reason by blahplusplus · · Score: 1

      I know it's not a good design, I was being sarcastic. It's a mouse made for MMO's.

    72. Re:Keyboard and mouse hasn't changed for a reason by thrift24 · · Score: 1

      A joystick calculates the on screen movement from 2 things. The x/y movement of the stick from it's resting position (this is the vector) and the degree of angle of the stick from it's resting position (this is the amplitude). The vector and the angle are taken together to find the total relative movement which is then used to calculate the new absolute position on the game screen.

      A mouse (in a FPS) simply records the relative x/y movement from it's previous position. Because there are no other factors than the x/y positions the absolute positions on the mouse pad will always map to an absolute position on the game screen. For instance a professional gamer may have "memorized" that a particular point on their mouse pad will equate to 180 degrees behind them at head level.

      While this is in theory possible with the joystick if a console gamer were to memorize the x/y position and angle of the stick, it is not possible in reality. The stick itself is measuring previous amplitude movements on the way to the current amplitude movement and ( due to the small form factor of most joysticks and the reality of needing a usable sensitivity) taking into account how long the movement is held in.

      Overall this means that mouse players can instantaneously move to any point on the screen without requiring visual feedback from the screen or having to consider any timing information. The same performance with a joystick is much more complicated and does require a certain amount of timing and probably recognition of visual clues from the screen. This is why PC FPS players will always have a much easier time aiming than console gamers.

      The only real issue with the mouse/keyboard combo is that a gamer can't sit on the couch and play in a relaxed/social environment like you can with a console controller.

    73. Re:Keyboard and mouse hasn't changed for a reason by blahplusplus · · Score: 1

      I understand but these problems are intractable, you can't actually control how other people read your message on the internet. I was a bit snide in my OP but being instantly downvoted to zero and then all the hyena's show up (moronic gamers) who start digging in just I'm not immune from being human as well. No doubt I should have probably worded my OP better, and by "d-pad" I had a custom tailored mouse design in mind, because you actually have to play around with and refine the design through testing and manipulating things like mouse shape, button size, button layouts, etc.

      But mostly people rejected my OP because it didn't hit the right tone and MOST people on slashdot are not nerds or hardcore gamers.

      Science says people with unusual thinking styles are usually rejected, that also means I've also had a hard life because I have a truth based nature but I am also habitually not tactful and much of our behavior is not in our direct control. i.e. I can think I am being 'not really rude, perhaps a little edgy' and someone else will perceive 'omg total assholes' and downvote. Most people are emotionally driven and hence often times no matter how you frame a message if it goes against 'common wisdom' even the most well written post will get dowmodded if everyone thinks the 'idea is dumb' because of group think 'we know better'.

      http://www.sciencedaily.com/releases/2011/09/110903142411.htm

      Often times you have to do a lot of work refinement and be anal rententive and obsessive to finish your work and then actually demonstrate that it works but given the nature of the internet and the fact that my post was casual. It wouldn't have mattered even if I had framed it super nicely because most of the responses thus far are 'yuck yuck, ur idear is stupid'.

    74. Re:Keyboard and mouse hasn't changed for a reason by Teckla · · Score: 1

      In theory, the Wii remote would make an excellent aiming device.

      I own a Wii, an Xbox 360, and a PC, and game on them all, to varying degrees.

      The Wii remote is uncomfortable to hold and point at the screen for long periods of time. Also, it is not very accurate. Or perhaps my hands just aren't as steady as other people's hands.

      Of my three systems, the Wii is my least favorite, by quite a margin, but not because of the power of the machine itself, but because of the Wii remotes. They only seem good for a very narrow section of games.

      I thought I would hate the Xbox 360 controllers (the Xbox 360 was a gift), but I've ended up finding them very comfortable to hold and control. The aiming is slightly sloppy (as already pointed out), but otherwise I like them a lot. I have some trouble with my forearm hurting and going slightly tingly and/or numb with the mouse, and don't experience that with the Xbox 360 controllers, so that's really nice.

    75. Re:Keyboard and mouse hasn't changed for a reason by hobarrera · · Score: 1

      Even basic input, the keyboard and mouse, haven’t really changed in any meaningful way over the years

      Maybe the reason for this is the basic form works. The design of the wheel hasn't changed much in a 5 thousand years either. I wonder why.

      Actually, the design has changed. We don't make them out of stone anymore, we pay special attention to friction, and plenty of other attributes. It's the the overall idea that hasn't changes; "being round".

    76. Re:Keyboard and mouse hasn't changed for a reason by UnknownSoldier · · Score: 1

      > I've been playing multiplayer FPS games on and off since the original Doom in 1993 (10Base2 coax LAN ftw)

      Same. :-)

      In TF2 I usually play medic and don't usually need to worry about keybinds, but when I do play other classes you're points about TF2 I agree with. :-) Valve has done a nice job of streamlining the numbers of weapons each class needs by striking a good balance between not enough and too many. Maybe I just suck at playing Spy but for some reason I find the keybinds not to be as intuitive as the other classes. I would recommend you try the keyboard switching for a while -- I think you'll find it faster ;-)

      The "problem" is that I also play many, many other FPS, and that I _use_ a lot keybindings especially now that I heavily use in-game voice chat in-game or teamspeak. While using "open mic" solves somes of the problem it is much nicer when you don't have to worry about sneezing / coughing and need to prevent ears bleed for the rest of your teammates. :-)

      i.e. in Serious Sam 3 you literally use all 10 weapon slots. Having extra mouse buttons lets me quickly switch between lasso, rocket launcher and sniper. I would maybe argue that SS3 has *too* many weapons but I'm not going to complain at the variety of weapons.

      For keybinds I also usually use:
      Space = melee (because of *fast* knife kills in COD4:MW, BF:BC2, etc :)
      E, R, F = weapons 6, 7, 8
      Shift = Sprint / Run
      Ctrl = Crouch

      Cheers

    77. Re:Keyboard and mouse hasn't changed for a reason by hairyfeet · · Score: 1, Interesting

      Hell if he doesn't want to use that (why I don't know, a wheel makes it crazy fast to spin through a weapon switch) there are several gamer mice that have a rocker switch on the right side where the thumb would rest on a traditional mouse.

      BTW I know this is a little childish but to all those FOSS zealots that were "Oh no, GabeN is doing this because he really believes in Linux!" allow me to say TOLD YOU SO, he's building a fricking Steambox because Ballmer waved his flabby ass in GabeN's face with the whole appstore loaded with casual games trying to cut into Steam, so Gabe is gonna royally fuck over old Ballmer by slitting his throat in the console business. Of course the Linux fans will be pissed, as it'll no doubt have hardware DRM so no hacking allowed, but Linux hackers isn't their target audience so why should Valve care.

      Which I have to say though, if it works and cuts them a serious chunk of the console market? Then I don't see how Ballmer is gonna keep his job. The X360 has been one of the few things on his watch that has done what they set out to do, even if it did cost them an extra 2 billion due to jerkass rushing the machine out before it was finished, and that was to give MSFT a nice sized chunk of the console market which gets them into content. A whole lot of money flows from content and the bitch for MSFT is Valve is a hell of a lot more liked by the gamer community than MSFT.

      So if Gabe can get the other publishers on board, so your one Steam account will let you move your games back and forth between PC and console, while still having the crazy sales and great service Steam is famous for? I could see MSFT being in serious trouble when the 720 or whatever its gonna be called comes out.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    78. Re:Keyboard and mouse hasn't changed for a reason by Anonymous Coward · · Score: 0

      I've been skipping by posts that start with a whine about moderation for over a decade now. I'm certain I haven't missed anything worthwhile. :) (I really should write a greasemonkey script to hide them automatically but it's second nature by now.)

    79. Re:Keyboard and mouse hasn't changed for a reason by VortexCortex · · Score: 1

      You're a bit too late for thumb buttons on a mouse. Even my eight year old Logitech wireless mouse has two thumb buttons, GNOME maps them to the Back and Forward for web browsing, I prefer copy/paste. I map them to weapon selection in games, and use the mouse wheel and its middle click for inventory selection and use. Also I have a keypad / joystick combo. Hell, I even have a "key-board" where each key can be removed and placed anywhere on the surface.

      You know what all the really radically "innovative" (read: different) input systems lack? They're not great for general purpose computing. Gradual improvements to the devices are where I see things going: The keyboard may change slightly, but not drastically all at once, same for the mouse. Tiny iterations to design are needed, not drastic ones, like: placing lights in my keyboard so I can see it better in low light, using a Wacom tablet as a mouse pad (Intuos4 comes with a wireless mouse you never have to charge -- it's like a low res stylus). I can see occasionally using "gesture in the air" for some higher level tasks, like "lock screen" or "switch application"; I can switch my KVM by turning my head, and use a Jedi mind control hand wave to switch desktops using OpenCV and my webcam...

      Input controls have been the subject of much innovation already; for Valve to say that basic input hasn't changed is just some Marketing morons tooting their own horns with the same smoke they blow up your ass if you let them.

    80. Re:Keyboard and mouse hasn't changed for a reason by hairyfeet · · Score: 1

      If you are over scrolling then blame the GUI friend, because they should have set the scroll sensitivity correctly. Personally I use this as one of the gauges of whether a title is good or not, a good GUI should easily allow you to do the actions you are required to perform in the heat of battle while a bad interface design will leave your frustrated and pissed.

      For an example of a bad user interface design please watch this Angry Joe review and watch how many times he says things like "WTF? Stop...stop it!" because he can't get the UI to perform the action he requires to play the game.

      In the end if you want more buttons? That's fine and dandy, plenty of gamer mice out there with up to a dozen buttons on them. But these basic actions like switching weapons have been done correctly in so many games over the years that frankly there is no excuse for getting it wrong. If you want to try a game that will frustrate the shit out of you try Turning Point: Fall Of Liberty which is a damned shame because the premise (Churchill dies in a 29 and America's isolationism lets the Nazis take Russia and then come after the USA in the 50s) is interesting and the graphics are good, but the game is totally broken by a truly horrible interface that will have you struggling to climb ladders and perform other basic actions. The fact that its an X360 port with hard coded buttons just makes it worse but the unresponsive UI took what could have been a great game and shat all over it, because from the reviews the X360 had the same interface issues.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    81. Re:Keyboard and mouse hasn't changed for a reason by Anonymous Coward · · Score: 0

      Only if you choose a style of game that caters to that control method and agree that performance is the only metric that matters.

      In particular, a mouse is perfect for when you want to quickly jump to arbitrary coordinates but don't care about how fast or smoothly it happens.

      However, the mouse is pretty bad when it comes to, say, steering a vehicle through gradual curves with spikes-o-doom on the sides. Even if you have the skill of moving your mouse at a mostly-fixed rate, it causes fatigue and you still need have discontinuities when you pick it up and re-center. In those situations a joystick is much better.

    82. Re:Keyboard and mouse hasn't changed for a reason by bjorniac · · Score: 1

      Well, some games have different gun spreads when you run as opposed to walk, so perhaps the spread could be scaled by movement speed, ie radius of spray pattern proportional to movement speed. And/or you could implement radius of footstep sound carrying proportional to speed. That way there would be a tactical decision about how fast to run somewhere.

    83. Re:Keyboard and mouse hasn't changed for a reason by Anonymous Coward · · Score: 1

      Well there is one method of interface that is neglected. Often when gaming, my feet aren't doing jack shit. And it's not like they can't operate a control interface just fine either. If you drive a car, or have worked with something like a rotary tool or sewing machine with a speed control pedal, it's fairly obvious that feet aren't too bad at giving a certain degree of fine motor control. Foot controls might be limited in scope, but definitely very useful in instances where having the hands free to provide further manipulation is desired.

      If somebody really wanted to do something to step up a gaming interface, the easiest way to go would be considering the use of variable input via foot pedals in an intuitive way and use them for something besides a car racing or flight sim game.

      I'd suggest starting out with two pressure sensitive pedals and two tap-switch pedals, and see how well that works for running and jumping and stuff like that in a game.

      Not to mention these could go beyond gaming. I'd not mind having some kind of pedals set up for hands free manipulation of other software. That way I could type without pausing to mouse and zip the cursor along or scroll a web page without slowing down. The idea might sound odd at first, but somebody should at least try it.

    84. Re:Keyboard and mouse hasn't changed for a reason by Rockoon · · Score: 1

      I would expect to see something like a highly sensitive head tracker, as its the stepping-stone for what Abrash first signed onto ID software for, and then Valve for... Augmented Reality. You will note in his blog that he points out that the technology isnt really there yet for display purposes.. but everything else... that tech exists now, today, and Abrash has been researching exactly that at Valve.

      --
      "His name was James Damore."
    85. Re:Keyboard and mouse hasn't changed for a reason by SplashMyBandit · · Score: 1

      Try a Thrustmaster Warthog HOTAS (Google if it you don't know what it is), TrackIR 5 headtracker, Thrustmaster MFDs, Saitek Rudder pedals, triple 1080p monitors, several Lilliput touch screens and the usual keyboard and mouse. Yes, not everyone's rig is like this, but mine is. This is not meant as bragging, but just a statement that PC gaming is not just keyboard and mouse - even if the vast majority of it is. There are people that are gaming in ways that only a PC can.

      This gives me an experience that no console can match.Plus, the console games both have less diversity and less community modding (which can be very creative). Consoles are wonderful for a quick fix of gaming and the low hassle. For more sophisticated games and gamers the PC is a far better choice (eg. I love full-fidelity combat flight sims and Arma 2, there is nothing like these on consoles since the hardware can't hack-it and the console gamers' tastes are not generally as varied as PC gamers, again IMHO).

    86. Re:Keyboard and mouse hasn't changed for a reason by Scorch_Mechanic · · Score: 1

      Here is what I do in TF2:
      Scroll up for slot1
      Scroll down for slot2
      press 3 (or rebind, or whatever) for slot3.

      No muss, no fuss, instant weapons select for both my ranged weapons and a quick button press for melee.

      People do all kinds of strange things. I know a guy who always rebinds mouse1 to move forward and the numpad for other functions. I know another guy who used HJKL as movement keys. Compared to them I'm normal, I use ESDF for movement.

      --
      You should turn signatures off.
    87. Re:Keyboard and mouse hasn't changed for a reason by Scorch_Mechanic · · Score: 1

      I own Metroid Prime 3 on wii. I agree, it feels very natural, and is quite pleasant to use. But as an avid multiplayer FPS gamer, I can tell you instantly why your idea of using the wiimote fails.

      Boot a Metroid Prime game on you wii, load a game, and do a 180 degree turn.
      Go ahead, I'll wait.

      Did you notice? It took several seconds to rotate 180 degrees, and another second to recenter your aim. That's why your argument falls apart. Mouse-using players can achieve 180 degree turns in literal fractions of a second, depending on individual skill and current mouse sensitivity. And because the crosshair is always in the center of the screen, you're centered already and you may fire at will. A learned habit of every multiplayer FPS gamer is to continuously check their six. This means 360 degrees of sum total rotation, every couple of seconds. You can't achieve that with the wiimote controls of Metroid Prime.

      Which isn't to say it wouldn't be possible to achieve better control. Imagine a thumbstick on the wiimote that controlled orientation (and could be depressed to act like a secondary button). Change visual orientation rapidly with sufficient fine-tuning and waggle the wiimote to control the crosshair.

      --
      You should turn signatures off.
    88. Re:Keyboard and mouse hasn't changed for a reason by RyuuzakiTetsuya · · Score: 1

      I know what a hitbox is. But a hitbox isn't a keyboard. Further more, I don't think hit boxes have proven themselves to be better than a JLF in high level play. Wasn't evo 100% won by stick players? In theory, yes a hitbox is better, but I'd love to see practical results.

      Still, there's a blindside to gaming, and it feels like gaming could get stagnant if we're stuck with this narrow band of game types. You won't get awesome games like Virtual On anymore simply because of the soulless minions of orthodoxy demand to play on KBM.

      --
      Non impediti ratione cogitationus.
    89. Re:Keyboard and mouse hasn't changed for a reason by RyuuzakiTetsuya · · Score: 1

      I think to Valve's point, they don't want to keep making FPS games. Being chained to the keyboard and mouse means you limit yourself. I can't imagine sports games being any fun to play on a keyboard, and if you want to make a sports game...

      --
      Non impediti ratione cogitationus.
    90. Re:Keyboard and mouse hasn't changed for a reason by tibman · · Score: 1

      Must not be a fan of RTS games : /

      --
      http://soylentnews.org/~tibman
    91. Re:Keyboard and mouse hasn't changed for a reason by Anonymous Coward · · Score: 0

      You have obviously not tried to use a keyboard during PvP in Dark Souls: Prepare to Die Edition. If I had to guess something about the physiology of who the game was designed for based on the way the game controls were adapted to work with a M/K, I'd say they had three arms with six fingers on each hand. Until keyboards have thumb sticks, there are a lot of places you won't stand a chance against a controller.

      Still, gamepads and controllers have places where they excel and suck the same as M/K. In many FPSs where the only ways you have to worry about moving your character are crouching/sneaking and running, strategy games where macros and hotkeys are invaluable, or something with fairly simplistic controls that requires precision on only two axes, a M/K is great. And I know this got modded up because it's such obvious argument fodder, but I bit because I've been so ticked off at getting slayed in Dark Souls on a keyboard all week and just started kicking ass after switching to a controller.

    92. Re:Keyboard and mouse hasn't changed for a reason by _Shad0w_ · · Score: 1

      I would guess that's the Razer Naga, which is designed for MMORPGs, where moving the mouse is less of an issue. They used to do one with a hex shaped ring of buttons for AORPG style games, which probably have been more suitable - they don't seem to make it any more though. The also several which just have two buttons on the side.

      --

      Yeah, I had a sig once; I got bored of it.

    93. Re:Keyboard and mouse hasn't changed for a reason by Anubis+IV · · Score: 1

      Quite right, and I completely agree that it's not a drop-in better system as it exists today. I completely missed that issue when I was thinking through things.

      That said, my main argument is not necessarily that the Wiimote, as it is, is better for FPS (though I did make a claim along those lines, which I'm already regretting), simply that something like it could be better, so we should be pursuing it. For instance, I cut an entire paragraph going into detail on another issue, namely that a mouse has friction with the surface it's on, allowing for steadier movements and easier control, whereas the Wiimote, since it is held in the air, has less steadiness to it.

      All of that, as well as the issue you mentioned, while true, is tangential to (and thus was cut from) what I was talking about: that we need to be exploring and refining alternative methods of input. Maybe the use of a button to instantly turn 180 degrees would fix your issue. Maybe adding some heft to the device would fix mine. I don't know, but someone needs to be exploring it, rather than letting things stagnate.

    94. Re:Keyboard and mouse hasn't changed for a reason by Anonymous Coward · · Score: 0

      You don't see those posts, because they have been modded into oblivion.

    95. Re:Keyboard and mouse hasn't changed for a reason by Patch86 · · Score: 1

      Fair enough. But- I can buy a USB connecting gamepad from Amazon from £10, an arcade stick from £30, a flight-sim style joystick from £15, and a racing wheel and pedals set up for £35.

      These are all available now. They're not going to replace the keyboard and mouse on any computer, but they're there for anyu gamer that wants to buy them. Will Valve's new "innovative" controller beat any of these at their niche?

      It's obviously true that each game has it's own preferred controller style. A new controller is never going to be able to cater to all of them, and it's not clear whether any of those niche's is lacking in "controller innovation".

    96. Re:Keyboard and mouse hasn't changed for a reason by eennaarbrak · · Score: 2

      That's all irrelevant. What matters is that keyboard and mouse gamers beat the pants off of gamepad players whenever they go head to head. The keyboard and mouse is the superior controller by the only metric that matters, performance.

      And here I was thinking that, where it comes to games, fun was the metric that matters.

    97. Re:Keyboard and mouse hasn't changed for a reason by Anonymous Coward · · Score: 0

      But these basic actions like switching weapons have been done correctly in so many games over the years that frankly there is no excuse for getting it wrong.

      I must be playing the wrong games then, because they all have weapon switching on the scroll wheel, where I can't pick a specific weapon, but need to scroll through them, or the keyboard, where I need to move my hand, and look which key I'm pressing.

    98. Re:Keyboard and mouse hasn't changed for a reason by Ash+Vince · · Score: 1

      That's all irrelevant. What matters is that keyboard and mouse gamers beat the pants off of gamepad players whenever they go head to head. The keyboard and mouse is the superior controller by the only metric that matters, performance.

      Lol. You really should have qualified that statement by gametype!

      I am an avid FPS player and in that case you are mostly spot on. I hate playing shooters without my mouse to aim although I am open to the idea of replacing my keyboard with a dedicated controller (gamer keypad style) that just does the keys I want and makes the wasd keys bigger or something.

      But since you did not qualify your statement to discount driving games that is one are where keyboard players lose everytime. I own nice logitech steering controller from when I played NFS a lot a few years ago and it still kicks arse. Once you play driving games on a better controller than a keyboard and mouse you will never look back.

      I am also not sure how you statement applies to games like Skyrim / Diablo / World of Warcraft where precise aiming is less important. In this case having a multitude of easily accessible buttons in comfortable places would surely be an advantage. A keyboard is great and all, but sometimes we all hit the wrong key. Maybe the alphagrip thing that someone else posted would be better for games involving lots of magic / type stuff and weapon changes.

      --
      I dont read /. to RTFA, I read /. to offend people in ignorance.
    99. Re:Keyboard and mouse hasn't changed for a reason by Fr33z0r · · Score: 1

      The mouse is a very good gaming device, the keyboard is awful though, yes there are a lot of buttons at our disposal, but they're all digital. Keep the mouse as-is by all means, but bringing analog input to movement would be a big step forward for PC gaming.

    100. Re:Keyboard and mouse hasn't changed for a reason by Fr33z0r · · Score: 1

      In FPS games, this is true, but try putting a KB/M user up against a pad user in a driving game, platformer, etc. etc. and the KB/M user will get smoked.

      Horses for courses.

    101. Re:Keyboard and mouse hasn't changed for a reason by RyuuzakiTetsuya · · Score: 1

      Who decided on wasd? ESDF is the way to go!

      --
      Non impediti ratione cogitationus.
    102. Re:Keyboard and mouse hasn't changed for a reason by Anonymous Coward · · Score: 0

      I'd have thought "fun" is the only metric that matters when it comes to gaming.

    103. Re:Keyboard and mouse hasn't changed for a reason by VGPowerlord · · Score: 1

      ere is what I do in TF2:
      Scroll up for slot1
      Scroll down for slot2
      press 3 (or rebind, or whatever) for slot3.

      No muss, no fuss, instant weapons select for both my ranged weapons and a quick button press for melee.

      You'd still have to hit 4 for the Spy's Disguise Kit or 4 and 5 for the Engineer's build and destruct toolkits.

      That's the other thing... as Spy, the Knife is your most used weapon and the Sapper your least, meaning that your weapon priority is a bit different than most classes.

      Heck, I actually have my various .cfg files set up so that R is different depending on which class I'm playing (R is reload for most classes, Switch Disguise teams for Spy ever since Valve messed up the Simplified Disguise Kit's switch disguise team button)

      To be honest, though... I only rebound reload because of a game mod that needed it; Freak Fortress 2 for some of its specials specifically.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    104. Re:Keyboard and mouse hasn't changed for a reason by Anonymous Coward · · Score: 0

      http://www.youtube.com/watch?v=0XOZgHMVh8Y

    105. Re:Keyboard and mouse hasn't changed for a reason by Scorch_Mechanic · · Score: 1

      Well, for one I simply don't use disguise kit and the build and destruct menus as much as I do my main weapons. I personally have no difficulty quickly hammering 4 and 5 for my build/destruct menus. You may be right about spy's knife, I absolutely never play the class and wouldn't know myself. I've rebound slot3 to "A" for easy reach, and I've never had any trouble getting out my melee weapon when I needed it, and I play no small amount of demoknight.

      Ever since Valve added the automatic reload option, I've rebound R to serve as a voice menu shortcut. Hold down R, and then leftclick and rightclick become "yes" and "no" respectively. Scroll up becomes "positive" and scroll down becomes "negative". Release R, and controls are restored instantly.

      --
      You should turn signatures off.
    106. Re:Keyboard and mouse hasn't changed for a reason by DragonTHC · · Score: 1

      Well the Oculus Rift is making strides.

      --
      They're using their grammar skills there.
    107. Re:Keyboard and mouse hasn't changed for a reason by Anonymous Coward · · Score: 0

      I remember the old Microsoft Sidewinder joysticks having force feedback so strong you would tip the base over before it could be overpowered. A car has more electrical power available than a USB device.

    108. Re:Keyboard and mouse hasn't changed for a reason by drsquare · · Score: 1

      Most games don't allow play between platforms. I'd like to see someone play fifa or streetfighter with a keyboard.

    109. Re:Keyboard and mouse hasn't changed for a reason by Anonymous Coward · · Score: 0

      Razer Nostromo? The gamepad? It was strange to use at first. Could use more keys.

  3. Fascinating by Bovius · · Score: 1

    One the one hand, this would be a very new business for Valve, even given their previous experience, which means it's a big risk. On the other hand, it seems like it's been impossible for Valve to not make money these days. Fun! I would love to see someone shake up the gaming hardware market, and they're certainly in an interesting position to do so.

  4. So, I can FINALLY buy ... by cekerr · · Score: 1

    ... a steam driven computer?

    1. Re:So, I can FINALLY buy ... by Tapewolf · · Score: 1

      ... a steam driven computer?

      They're called 'Valve' so it will be made using vacuum tubes.

    2. Re:So, I can FINALLY buy ... by dpilot · · Score: 4, Interesting

      I know you meant this as a joke, but take it seriously for a moment.

      Wouldn't it be spiffy if Valve took their hardware plaform and came up with a Steampunk option for it? Obviously the basic low-cost version will have to be basic and low-cost. But they're in an obvious position to sell a Steampunk version for a premium.

      --
      The living have better things to do than to continue hating the dead.
    3. Re:So, I can FINALLY buy ... by VGPowerlord · · Score: 1

      ... a steam driven computer?

      They're called 'Valve' so it will be made using vacuum tubes.

      Are you saying valves only exist in vacuum tube-based systems?

      Remind me to never let you look at my water pipes.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    4. Re:So, I can FINALLY buy ... by crazyjj · · Score: 1

      Better start stocking up on coal.

      --
      What political party do you join when you don't like Bible-thumpers *or* hippies?
    5. Re:So, I can FINALLY buy ... by GNious · · Score: 1

      They better not - a regular Valve/Steam console I can ignore*, just like the Ouya-or-whatever console, but if proper Steampunkified, I might have a hard time not buying one...

      *:My HDMI matrix only has 4 inputs - no room to plug in more consoles and stuff

    6. Re:So, I can FINALLY buy ... by Anonymous Coward · · Score: 0

      *:My HDMI matrix only has 4 inputs - no room to plug in more consoles and stuff

      For that purpose, there's monoprice and other low-cost equipment suppliers which can help you with the limited HDMI ports.

  5. Keyboard and mouse by aaaaaaargh! · · Score: 2

    Keyboard and mouse haven't changed significantly over the years because they work well. Until we have mind control , I doubt anybody will come up with something better than keyboard and mouse anytime soon.

    As for built quality, well, that's another thing. Arguably, the quality of keyboards has constantly declined since Model M except for remakes like Unicomp and keyboards with Cherry switches. It would be great if Valves console had a great keyboard but somehow I doubt it...

    1. Re:Keyboard and mouse by Anonymous Coward · · Score: 0

      the stand alone keyboard and mouse is old technology. an integrated optical pointing keyboard is better, because both hands are on the home row. the user has complete control over the computer screen. one can point, click, type, and scroll at will all from the home row with the performance of a stand alone keyboard and optical mouse without having one hand one the mouse. inputexpert.

    2. Re:Keyboard and mouse by Baloroth · · Score: 1

      They do work well. But something else might work better, especially for gaming which is where Valve is interested. Lots of 3rd party tools try various little things, like built-in displays, but without a standardization and widespread support they are mostly just gimmicks. The wheel example is an interesting one. Wheels work just fine for moderately light-weight vehicles traveling over relatively smooth terrain. But tanks use treads, not wheels, because that is better for what they need. We won't know if something similar exists for gaming until someone comes up with something (console controllers, for example, are actually better for some games, such as platformers or racers, though not for FPS or RTS games). The trick is to try.

      --
      "None can love freedom heartily, but good men; the rest love not freedom, but license." --John Milton
    3. Re:Keyboard and mouse by Anonymous Coward · · Score: 0

      I think that any extra sort of interface such as touch screen or hand waving is going to just be extra. At first we had only keyboard with all of the shortcuts and then we had the mouse and some people still use the keyboard as much as possible. So with these extra modes it will allow us to do things in ways that are revelant for that moment. So maybe I am really deep in thought and the easiest thing to do at that moment is the reach out and touch the icon of the program that I want to switch to. That will be great but I'm unlikely to completely stop using my thumb to move the cursor over and click or keyboard Alt-Tab. Another advantage is that some people might be mentally ill-equiped to deal with certain interface methods and so they can think in other terms. Basically now we have three ways to interact with the notebook and that is keyboard, touchpad and mouse. In the future that will go from three methods to about six or seven such as keyboard, touchpad, mouse, hand gestures, touch screen, talking and then I think that soon the touchpads will have screens of their own (like a Gameboy DS).

    4. Re:Keyboard and mouse by garyoa1 · · Score: 1

      Yeah keyboards today seem to have the build quality of chewing gum and bailing wire. Then again, a "normal" board runs around $25 today. I guess you get what you pay for.

      I'd have no problem going the $100 "ish" for a mechanical board but I also like the ergonomic boards. And I've never seen a mechanical ergonomic board.

      --
      Wuddooeyeno? IITYWYBMAD? Like nuts? eclecticallyincorrect.com
    5. Re:Keyboard and mouse by Anonymous Coward · · Score: 0

      Are you kidding? The keyboard is a horrible idea. You've been brainwashed to think it was good because you were raised on it. There are many alternatives.

    6. Re:Keyboard and mouse by Githaron · · Score: 1

      Start manufacturing them and I might buy one.

    7. Re:Keyboard and mouse by Hatta · · Score: 1

      Name one, and then explain why it hasn't become the common control scheme for anyone who wants to win. If there were a superior control scheme, then every competitive gamer would use it.

      --
      Give me Classic Slashdot or give me death!
    8. Re:Keyboard and mouse by Desler · · Score: 1

      I hate to break it to you but tank treads do use wheels. How do you think the tread moves? Have you ever seen a tank before?

    9. Re:Keyboard and mouse by Desler · · Score: 1

      And yet you cannot even seem to name a single one of them.

    10. Re:Keyboard and mouse by Anonymous Coward · · Score: 0

      Name one arcade game that uses a keyboard/mouse. Name an arcade-to-PC port that didn't suffer due to the need to bastardize the controls. PS1 had a mouse controller -- how'd that work out?

      K/M is only awesome if you limit your gaming to the tiny sphere where PC games can avoid sucking .

    11. Re:Keyboard and mouse by Anonymous Coward · · Score: 0

      Late to the party and AC on top, but here you go: Stenography keyboard!

      And to replace the mouse: Eye tracking!

  6. GameCube or N-Gabe? by Quakeulf · · Score: 1

    I cannot wait to see what they will call it.

    The possibilities are endless .

    1. Re:GameCube or N-Gabe? by jgtg32a · · Score: 4, Funny

      Sauna or some other word that means something along the lines of a Box filled with Steam.

    2. Re:GameCube or N-Gabe? by drinkypoo · · Score: 1

      Sauna or some other word that means something along the lines of a Box filled with Steam.

      "condenser"

      As a side bonus it also means "capacitor", just as "valve" has its own electrical double-meaning.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    3. Re:GameCube or N-Gabe? by Anonymous Coward · · Score: 0

      2014 : Sauna
      2018 : Kettle
      2022 : Boiler
      2026 : Pressure Cooker

  7. Hmmmm by systemidx · · Score: 2

    Maybe they can forget all this crap that no one REALLY wants and just finish Half Life 3.

  8. Re: by Anonymous Coward · · Score: 0

    Valve jobs are really expensive, so maybe just sell it and get a new car.

  9. Neural Feedback Controller by Anonymous Coward · · Score: 0

    I'd love to have headcrab controller to play Half-Life2 with.

  10. should be obvious by Anonymous Coward · · Score: 1

    This follows their Steam on Linux plans and comments distancing themselves from Microsoft. Looks to me like they're getting ready to enter the console market in competition with the XBox and others. A free OS drives down console unit costs, no specialty hardware for driver development, and minimal porting costs based on earlier Mac and Linux efforts. As much as the geek crowd may love Linux (and I'm part of that group), don't fool yourself about the business side of porting for a desktop OS that can't even get into double digit percentage points. The comments about the mouse and keyboard are a McGuffin to mislead people as they develop a controller.

    Like I said, seemed obvious to me back when Gabe made his earlier comments about Win8, the Microsoft AppStore, and releasing for Linux.

  11. Read: We invented a problem nobody's having by Anonymous Coward · · Score: 0

    And we're going to charge you through the nose for it.

    Novel business strategy. Well done, and good luck with that.

  12. Scope by tepples · · Score: 1

    I thought the scroll wheel (mouse buttons 4 and 5) was for changing things on your current tool such as the zoom of a scope. That leaves either keys or thumb buttons for switching tools.

    1. Re:Scope by s73v3r · · Score: 1

      Just about every FPS I've played uses the scroll wheel for switching weapons. Generally a key on the keyboard controls zoom.

    2. Re:Scope by nschubach · · Score: 2

      Some games will switch state. If you are right click scoped, the wheel zooms, but otherwise it swaps weapons. Generally, I think you are right, but I don't play a tremendous amount of FPS anymore.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    3. Re:Scope by Talderas · · Score: 1

      LMB : Fire
      RMB : Zoom (most weapons do not feature adjustable zoom distances)
      Scroll wheel : Swap Weapons

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
  13. Kinect-like laptop? by rasmusbr · · Score: 3, Insightful

    "Even basic input, the keyboard and mouse, haven’t really changed in any meaningful way over the years. There's a real void in the marketplace, and opportunities to create compelling user experiences are being overlooked"

    Yeah, aside from the Wiimote and Kinect and every other product that has changed the input in a meaningful way.

    It sounds to me like Valve is interested in developing a gaming laptop with Kinect-like functionality built in. That is an interesting idea, but it's nothing particularly revolutionary. Successful products are seldom revolutionary, so that's not a bad thing. Good luck Valve, with whatever it is you're doing!

    1. Re:Kinect-like laptop? by Anonymous Coward · · Score: 0

      Wiimote's triumph isnt motion control, its triumph is CHEAP and ACCESSIBLE motion control. Wiimote style input has been around for quite awhile, Nintendo found a way to do it cheap enough to sell to consumers.

    2. Re:Kinect-like laptop? by rasmusbr · · Score: 1

      Yes, exactly. Nintendo was the first company to make motion control both cheap enough and good enough at the same time, much like Apple was with music players and touch smartphones (granted it took Apple a bit of trial and error to get the pricing right for the iPods and the iPhone). The idea for the iPhone did not originate inside Steve Job's head. Remember how we knew approximately how the iPhone was going to look and function two years before Apple revealed it?

      The companies that set out to revolutionize the motion control market, the music player market or the touch phone market in the 1990's did not create products with anywhere near the lasting impact as the companies that perfected those products. Some of the people who worked on them probably did go on to get hired by companies like Apple and Google, though. I understand that was the case with Google and Android at least.

  14. Design requirements by zooblethorpe · · Score: 5, Interesting

    Even basic input, the keyboard and mouse, haven’t really changed in any meaningful way over the years

    Maybe the reason for this is the basic form works. The design of the wheel hasn't changed much in a 5 thousand years either. I wonder why.

    I beg to differ. The basic design requirement of a wheel is that it's round and rolls, and I'll certainly grant you that this aspect of wheels hasn't changed. However, a rough-hewn wooden round, such as used in the simplest of carts, bears very little other resemblance to the three-spoked carbon-fiber performance bicycle wheels I see with some frequency on my morning bicycle commute. Sure, both are round and roll, but otherwise, there's thousands of years of difference between them.

    So what are the design requirements for computer input? You could start by looking at the requirements of a keyboard and a mouse: 1) Must have all the keys required to input at least ASCII. 2) Must have some kind of pointer-device control, ideally with at least two buttons.

    So sure, you can have your basic flat keyboard, and a basic mouse. Or you could have something quite different, like this, or this, or this, or this (what I'm actually using to type this message).

    And that's not even looking into other possible input schemes, such as voice recognition, eye tracking, etc.

    I applaud Valve's efforts to look into better ways of doing things. This kind of exploration is exactly what leads to new and better things.

    Cheers,

    --
    "What in the name of Fats Waller is that?"
    "A four-foot prune."
    1. Re:Design requirements by hawguy · · Score: 1

      I beg to differ. The basic design requirement of a wheel is that it's round and rolls, and I'll certainly grant you that this aspect of wheels hasn't changed. However, a rough-hewn wooden round, such as used in the simplest of carts, bears very little other resemblance to the three-spoked carbon-fiber performance bicycle wheels I see with some frequency on my morning bicycle commute. Sure, both are round and roll, but otherwise, there's thousands of years of difference between them.

      Right, that's so unlike the mouse where the first mouse:

              http://www.techdigest.tv/The%20First%20Mouse.jpg

      Looks exactly like a modern gaming mouse:

              http://tbreak.com/tech/2010/08/madcatz-shows-off-cyborg-r-a-t-9-gaming-mouse-at-gamescom/

    2. Re:Design requirements by jones_supa · · Score: 4, Informative

      Or you could have something quite different, like this, or this, or this, or this (what I'm actually using to type this message).

      Please, don't put just "this" in every link. Let me FTFY...

      Or you could have something quite different, like Ergodex DX1, or Win Mini, or Optimus Maximus, or AlphaGrip iGrip (what I'm actually using to type this message).

      Better?

    3. Re:Design requirements by Missing.Matter · · Score: 3, Insightful

      You seem to be missing the point. Valve seems to be saying that they're not seeing the kind of innovation they want in the computer hardware space, and point to the keyboard and mouse saying "Look! These aren't changing to therefore there is no innovation."

      The obvious answer is they're not changing because they don't need to. It's like pointing to the wheel and saying "It's still the same shape, there's no innovation there!" Yes, in 5 thousand years we've adding on whiz-bang features and materials, but its circumference is still pi*d because that's what works best. Anything else is sub-optimal.

      For the mouse, perhaps it's not exactly *optimal* for for our current user interfaces its pretty much the best input we have. I think for any change in the input, we're going to also need a change in the software. History shows this to be the case, as the mouse didn't really do much until we needed it for a GUI. You point to voice recognition and eye tracking, and a whole slew of other input devices, yet you neglect the fact that all these things exist yet no one uses them. Again, I believe the reason is because the deviate from the optimal input device for our GUIs (mouse), and in order for some of these alternative inputs to become as mainstream as mouse, we're going to need a user interface to compliment them. That is to say, while voice command sucks for navigating our current 2D GUI, mouse would suck for navigating a voice-centric UI.

      On a final note, I as well applaud Valve for looking into a better way of doing things. I just want to be cautious and say I hope their efforts are not misguided, and that in their quest to find a better mouse or other input device, they don't instead just invent something different for the sake of being different.

    4. Re:Design requirements by Desler · · Score: 0

      When Valve's own people stop using keyboards and mice to do their work then I'll believe they aren't just trying to foist a solution looking for a problem.

    5. Re:Design requirements by VGPowerlord · · Score: 1

      When Valve's own people stop using keyboards and mice to do their work then I'll believe they aren't just trying to foist a solution looking for a problem.

      Yes, they should clearly use something other than keyboards and mice to do programming. I hear C++ is really easy to write using a gamepad!

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    6. Re:Design requirements by tlhIngan · · Score: 3, Insightful

      The mouse has evolved, and natural selection has killed the old style mice.

      I mean, we have mousewheels now which seem to be essential (try using a mouse without one - they get annoying quick). But you have mice that have tried other things - IBM used to put their red nubs on them for scrolling, Apple put a touchpad on them, etc. And we have mice, trackballs, and touchpads (which have evolved greatly from their useless postage-stamp sized days to the acres of surface on the Apple ones).

      Hell, there were laptops with built-in mice (not trackballs or touchpads or eraser points, but actual mouse).

      Innovation may have stopped because they've matured, and we've reached a stage where they're really not much you can do that hasn't been tried before and natural selection killed it. Plus, considering a basic mouse is usable, costs probably $5 assembled tops, and is good enough (not a far cry from Jobs' demand that the Mac mouse cost $20 tops, though Apple makes terrible, horrendous mice (and always have), perhaps that's why they use touchpads).

      Keyboards, again you see a bit, but there's only so much you can do with the key layout before people can't type on them anymore. Maybe if you made it a key pad for gaming or something.

      Maybe a joypad can be improved a bit - though something like the Xbox360 one is pretty damn comfortable to use and definitely one I use for playing games on the PC with...

    7. Re:Design requirements by Desler · · Score: 2

      If you don't dogfood your own tech why should I care to use it or believe it's any good? If it was so great and wonderful then the Valve people would be the first using it since they supposedly so lament how keybard and mice apparently haven't changed much. I'll also ditch my desktop and large screens for touchscreen iPads to do my work the moment Apple's own engineers do so. Since it's highly doubtful they will do so, I see no need to subject myself to such a poorly responsive and non-ergonomic interfaces in this 'post-pc world'.

    8. Re:Design requirements by Anonymous Coward · · Score: 0

      Holy crap. That alpha grip thing looks like the most awesome and convenient input method ever. Does it actually work like they market it? :O

    9. Re:Design requirements by Anonymous Coward · · Score: 0

      This!

    10. Re:Design requirements by Anonymous Coward · · Score: 0

      ^^ this

    11. Re:Design requirements by Anonymous Coward · · Score: 0
    12. Re:Design requirements by Anonymous Coward · · Score: 0

      IBM used to put their red nubs on them for scrolling

      Those were not knobs, those were clits. Knobs are for turning, clits are for caressing. You caressed the clit to scroll. See the difference?

    13. Re:Design requirements by Anonymous Coward · · Score: 0

      WTF, the disabledonline links take me to http://www.blockacountry.com/blocked.php -- my entire country is blocked? Coming from South Africa, btw.

    14. Re:Design requirements by Anonymous Coward · · Score: 0

      You forgot something that interface all stink. It not just your hands that need to be revolutionized. You forgot to revelutionize the very interface that needs to be imagined since Thomas Edision projection of the flying horse. The head.

      Gabe is excitied for Virtual Vr

      I hope this means oculus Rift will get it loves it need

      *cross fingers*

  15. Build a better mouser trap. by Impy+the+Impiuos+Imp · · Score: 1

    People who like PC can loathe console controllers. Certain recent high-profile games that should have been pure PC were instead console-oriented. Read: Duke Nukem 4ever and DC Universe Online.

    By this, we mean limited weaponry or powers at any given time, presumably driven by console controller limitations or by standard console game concept.

    And many of us on the PC say screw that. Game tanks, here's a quarter, buy a clue.

    So the market is ripe for a controller lesser than a keyaboard but a lot more than a controller or joystick. It's also in need of some "mouser" targetting equivalent.

    Good luck.

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    1. Re:Build a better mouser trap. by Quiet_Desperation · · Score: 1

      I don't get it myself. I switch between dual analog and mouse/keyboard constantly. Each have their advantages, but for a single player open world game like Skyrim I tend to like the dual sticks.

      The console controllers could use more buttons, though... maybe a row of 10 up top like function keys on a keyboard, or build the little keyboard that you can currently plug into an XBox controller into it from the launch so developers will use it for stuff. Make it slide out or something.

    2. Re:Build a better mouser trap. by cyclomedia · · Score: 1

      nooooo, less buttons! One input per digit, excluding the "start"/"system" button(s) . Am I the only person who finds mouse+keyboard too complicated?

      depending on the game, obviously, but in a first-person game why would you ever need more than:

      1: Stick - move (click to toggle walk/run)
      2: Stick - look (click to toggle zoom)
      3: up (jumping,climbing,swimming = terrain sensitive)
      4: down (ducking,crawling,climing, you get the idea)

      5: melee attack (again, context: if you run then jump then it does a flying kick, if you're stationary and crouched it punches them in the nuts)

      6: weapon 1/primary
      7: weapon 2/secondary

      8: weapon select (single button could be toggle, hold to pickup like halo, some other device such as wheel could be menu-like with click to pickup/drop)

      9: use (press button,talk to person, pick stuff up. I remember quake doing away with this, why else would you be stood there staring at a lever? why do you need to "use" a door to open it?)

      10: yell abuse

      --
      If you don't risk failure you don't risk success.
  16. MacGuffin? You keep using that word by tepples · · Score: 1

    and minimal porting costs

    That depends on how Valve chooses which developers are allowed to release games on Steam. Will it be as open as Google Play Store or Mac App Store, or will it be as closed as Xbox Live Arcade and Wii Shop?

    The comments about the mouse and keyboard are a McGuffin to mislead people as they develop a controller.

    Do you mean MacGuffin, the thing in a story defined by the fact that everyone seeks it, or do you mean a red herring?

  17. Actually by Anonymous Coward · · Score: 0

    There have been some very annoying changes to the keyboard. I miss my old Genius keyboard. It looked something like this, but wihout that sleep button that you can see above and to the right of the arrow cluster, single row "Enter" key, "backslash key" on the row above the "Enter" key, and the "Backspace" key extending over where the backslash is in that picture. Those changes plus take away that sleep rubber key, and that's my perfect keyboard. Unfortunately, I can't find it anywhere anymore no matter how hard I look. All the keyboards out there have been broken for some mysterious reason I can't understand.

  18. People are lazy, stupid and hate themselves by SmallFurryCreature · · Score: 1, Insightful

    I am one of those geeks who bring their own hardware to the office simply because I point blank refuse to work with cheap shit. In other industries this is perfectly normal, chefs, bakers, carpenters they all got their own tools and only a fool would try to come between a pro and his tools.

    Yet in the office, people work behind the cheapest monitors that some boss could find and mice and keyboards that would be overpriced if they were free, which they were and which they are.

    It seems people just think a penny a day is to much to spend on a decent office equipment. Well, call me a spender but I am willing to spend that penny.

    Even in gaming this is true, for every gaming PC with an expensive video card, a top of the range CPU there is a better then 50% chance that PC will have the bare minimum of ram, a 5400 rpm HD specced for size to store the porn, a monitor in the sub 100 dollar range and a mouse and keyboard that fall apart if you dare to click more then one button per minute.

    Valve can introduce all the hardware they want, unless they made it 100% free and stop their games from working without it, it won't sell because the average gamer won't spend on anything but a CPU/GPU.

    See the above comment by the moron named blahplusplus who wines about wanting more buttons on his mouse. There are tons of mice available with more buttons, it just asks you to actually buy one and not use the one that you got when your dad gave you his old Dell.

    People are lazy, cheap, stupid and filled with self-hate. If you want to introduce a new product and sell this, you got to know your customer and your customer is someone who is beyond contempt.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:People are lazy, stupid and hate themselves by Fwipp · · Score: 1

      A penny a day? So if I save for 10 years, I'll be able to buy a $36.50 monitor?

  19. And this is news?! by tibit · · Score: 3, Informative

    Come on. Jeri Ellsworth is working for them. I doubt she's writing PC games, duh. There was a hackaday article about that a quarter ago. I don't follow this industry and even I've known about it for a while. Sigh.

    --
    A successful API design takes a mixture of software design and pedagogy.
    1. Re:And this is news?! by Anonymous Coward · · Score: 0

      Yeah, Slashdot is usually a week or two behind the times, but this is ridiculous.

      In other news, the U.S. space shuttle program has ended.

  20. Touch typing vs. hunt and peck by tepples · · Score: 4, Interesting

    console controllers, for example, are actually better for some games, such as platformers or racers, though not for FPS or RTS games

    As I tried to type a long post on my Nexus 7 tablet a few days ago, I realized something. Pressing buttons on a keyboard or a gamepad is like touch typing, as the player memorizes where the buttons are relative to his thumbs' resting positions and uses the feel of the edges of the buttons to adjust his hand positioning. Using a mouse or touch screen, on the other hand, is like hunt and peck: see something on the screen, move your mouse, and click. Aiming in FPS and selecting units in RTS are nearly ideal hunt and peck tasks; platformers and fighting games need touch typing because movement is relative to the player's current position.

    I've written more about this.

    1. Re:Touch typing vs. hunt and peck by Anonymous Coward · · Score: 1

      Hunt and peck on a touch screen...

      Got it!

      -Buck Minister Fullerean

    2. Re:Touch typing vs. hunt and peck by Anonymous Coward · · Score: 0

      Mouse and keyboard work great for any first person game or third person game where the camera follows behind the player. Even in platformer games with a follow camera, the mouse and keyboard win over a controller easily. A fighting game with contextual controls and done up in first or third person with follow camera would probably work a lot smoother than a game pad.

      The only games that the game pad actually excels at are games where you have to move around but the camera is static. The only games a joystick excels at are flight games. The only games a racing wheel excels at are racing games. The only reason those types of games map so much better to their ideal controllers are because no ones really took the time to figure out an intuitive scheme for mouse and keyboard that works just as well or better.

    3. Re:Touch typing vs. hunt and peck by tepples · · Score: 1

      A fighting game with contextual controls

      Please explain how contextual controls would work at the speed of a Street Fighter IV or Super Smash Bros. Melee match.

      The only games that the game pad actually excels at are games where you have to move around but the camera is static.

      In other words, gamepads work well for games whose action happens in a 2D plane, the kind that can be made most practically on a tiny budget. Yet the curators of platforms that come with gamepads are dead set against allowing games made on tiny budgets on their platform. (See Bob's Game.)

      The only reason those types of games map so much better to their ideal controllers are because no ones really took the time to figure out an intuitive scheme for mouse and keyboard that works just as well or better.

      Some platformers work well with "emulator controls" on a keyboard: arrow keys to move, X to jump, Z to use tool. But these controls work only for player 1; what do players 2, 3, and 4 use if they happen not to own their own gaming PCs or they happen not to have brought them today?

  21. trackball and pad? by vlm · · Score: 2

    Even basic input, the keyboard and mouse, haven’t really changed in any meaningful way over the years.

    The trackball? The joystick (which seems to almost be dead hardware compared to a decade ago)

    I'm more of a old-school RPG / military strategy guy but for FPS I've occasionally wondered what a right hand joystick left hand trackball FPS interface would be like. Foot pedals would be interesting for a FPS interface, not some annoying wii-type thing where you have to jog to force exercise, but just constant pressure to move or jump or strafe or whatever.

    --
    "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
  22. Innnovation by theArtificial · · Score: 1

    Perhaps one arguable reason for the lack of innovation compared to periods in the past is the expense. I don't mean to frame this exclusively as a monetary issue. Dealing with patents and the current litigious climate I imagine it to be extremely difficult for the smaller guys to get a foothold who have traditionally been the ones to drive innovation. I realize this isn't the entire picture or else we wouldn't have exciting things happening on KickStarter. None the less I'm pleased to hear Valve taking an interest in developing hardware.

    --
    Man blir trött av att gå och göra ingenting.
  23. More like a gaming PC than a Console by cameronl · · Score: 1

    They come from the PC world. I bet their hardware will be more PC-like (in terms of upgradability, release schedule, multi-purpose) than a gaming console which doesn't change for 8 years.

    1. Re:More like a gaming PC than a Console by Quiet_Desperation · · Score: 1

      I dunno... kind of defeats one point of a console from a developers POV where you can develop for a common, consistent hardware base.

      Meh. I game on PCs and consoles like all *real* gamers do. :-D

  24. Oculus by Anonymous Coward · · Score: 0

    Valve has supported weird stuff like the Razer Hydra before. Here's hoping for compatibility with the Oculus Rift in their new hardware project!

  25. Obviously... by Anonymous Coward · · Score: 0

    ...they will build the Portal Gun and send a cake to MS

  26. Alt Shift Control Meta Windows Scrolllock G 3 by Thud457 · · Score: 1

    http://www.newegg.com/Product/Product.aspx?Item=N82E16826153064

    How the hell are you going to chord on that?!! useless.

    --

    the preceding comment is my own and in no way reflects the opinion of the Joint Chiefs of Staff

  27. Hat-controller by Sta7ic · · Score: 4, Funny

    Speculation:

    A mouse that has a dedicated scroll wheel for hats.
    Extra buttons for hat-based emotes: tip, straighten, salute, decapitating throw.
    Two- and three- factor authentication.
    Age recognition scanners to auto-ban 13-year-olds.
    Hat-shaped controllers with force feedback.
    Tickle-Me Companion Cube with lifelike 'clunking' sounds.

    1. Re:Hat-controller by Anonymous Coward · · Score: 0

      You forgot a dedicated "Push to spam a preselected sound clip from HLSS / HLDJ over voice chat" button.

    2. Re:Hat-controller by Anonymous Coward · · Score: 0

      auto-ban on 13-year-olds

      Day one buy.

  28. No force feedback overide? by drainbramage · · Score: 1

    Wasn't the inability to 'override' a big part of the Air France (A320) flight 296 crash at an air show back in 1988?

    --
    No brain, no pain.
    1. Re:No force feedback overide? by Anonymous Coward · · Score: 0

      in short, no
      the pilot flew too low too slow and when he finally tried to correct he was caught by the slow engine being slow to respond at low altitude

    2. Re:No force feedback overide? by Anonymous Coward · · Score: 0

      Actually the official inquiry found that the cause of the AF447 Airbus crash was the fact that the pilots were goddamned morons who shouldn't have been allowed to fly rubber dogshit out of Hong Kong. The aircraft's user interface took a lot of unjustified criticism.

    3. Re:No force feedback overide? by Anonymous Coward · · Score: 0

      Wasn't the inability to 'override' a big part of the Air France (A320) flight 296 crash

      Only to the extent that manual over-ride would have caused the aircraft to stall into a firey heap on the runway, rather than continuing onwards into the forest whilst the engines were spooling-up.

      In other words: it was too late at that point. The aerodynamics were against the pilot as a result of his own decisions.

  29. Linux-based Games Console? by Frogg · · Score: 2

    ...after recent comments from Valve re. developing on Linux (easy to port to, better performance than DirectX, ability to work with / feedback commits to driver devs, etc) — plus Gabe Newell recently calling Windows 8 a catastrophe — I would not be at all surprised if we saw a Valve-branded Linux-based games console in the near future.

    But maybe that's just wishful thinking on my part?

    1. Re:Linux-based Games Console? by Anonymous Coward · · Score: 0

      better performance than DirectX

      Which, if you had read the whole post, was due to stalls during rendering that they plan to address. It was not due to magic Linux pixie dust but due to fixing stalls caused by their code and driver bugs.

      We have been doing some fairly close analysis and it comes down to a few additional microseconds overhead per batch in Direct3D which does not affect OpenGL on Windows. Now that we know the hardware is capable of more performance, we will go back and figure out how to mitigate this effect under Direct3D.

      So once again, the issue is not Direct3D itself but probably bugs in the driver code or inefficiencies in their rendering code since both D3D and OpenGL map to pretty much the same GPU micro-ops under the covers. Finally, considering the OpenGL difference was only 4% faster in Linux that is easily written off as being well within a reasonable error margin for such benchmarks. I'd be willing to bet that over 100 runs they'd average being the same, but that doesn't make as exciting of a news story for the fanbois.

    2. Re:Linux-based Games Console? by Anonymous Coward · · Score: 0

      No there will be a Linux Steam Console. Its only logical to not bluntly shout it out loud in every job opening, for various reasons. Common sense people, common sense.

    3. Re:Linux-based Games Console? by Anonymous Coward · · Score: 0

      They will likely get to that point, most likely the first product will be some sort of input device. Once the vubuntu? or subuntu? or whatever their customized Valve/Steam Ubuntu release is polished they they are likely to produce something a console type device.

  30. ^^^(o)(0)(o)_.[-MODERATORS-]._(o)(0)(o)^^^ by Anonymous Coward · · Score: 0

    .xX | Mod Parent Up! | Xx.

    The post is HIGH-larious!

  31. Plug your new fangled game controller into USB by Anonymous Coward · · Score: 0

    And I will plug in my keyboard and mouse. Some people play games with their PC's. But some of us are running businesses and running the world. We need serious, stable desktops. Get off my lawn, gamer.

    Write a high performance bug free driver for your new game controller or human interface device for all OS's and game consoles and portable devices. Build an API that is beautiful in its simplicity, power and understandability. DOCUMENT the API. Put Up a complete course on youtube on how to use your API. Make that learning curve easy for me to climb. Lots of sample code. Cut and Paste recipes. Open source it all. And the source needs to be in C first, with enough hooks that the avid scripters can make API's for their favourite languages. Gotta be in C.

    LEGACY. You are going to want to upgrade at some point. Where does that leave you existing client base?

    That is a big enough job right there. Put some numbers and milestones to the above. Labor requirements. Man years. End game it. Give me a vision that I can clearly see.

    UNIX's orginal power came from modularity. Pipes, filters. etc. You don't need to take on Microsoft, Apple and Sony. You do not need a complete new OS. You do not need to roll out and maintain another Linux Distro. You do not need to start designing motherboards and diskcontrollers. You do not need to replace the C language.

    Get the KDE and Gnome people to the table. Beer, Hookers, Coke, Diplomacy, Arm Twisting. A diplomat and some checks and plane tickets and some coercion from Oracle, Google, IBM and the other big linux players is what is needed to roll Linux Forward. Get them to a table. Get out of the labs and into the hotels and party zone.

    Lots of code got written in the last decade. Linux has expanded in all directions. And Thus it was good, very very good.

    Now what is needed is consolidation. Keep the the good stuff, and some pruning and deleting.

    This requires POLITICS AND DIPLOMACY.

    Software and Hardware cannot solve all political problems.

    This is not a win / lose between KDE and GNOME. Everybody is losing now. It is time to consolidate and make a winner for everybody.

  32. VR goggles? by Anonymous Coward · · Score: 0

    My first thought was that they might want to get in on the VR headgear market.

  33. Wheels not covered by treads by tepples · · Score: 1

    In case you're not just trying to CMTP, let me rephrase: Wheels not covered by treads work just fine for moderately light-weight vehicles traveling over relatively smooth terrain. But tanks use treads over their wheels because that is better for what they need.

  34. It works, though there is a learning curve. :) by zooblethorpe · · Score: 2

    Holy crap. That alpha grip thing looks like the most awesome and convenient input method ever. Does it actually work like they market it? :O

    I looked into alternate keyboards years ago when repetitive stress was threatening to render me unable to work, and the AlphaGrip was the best option at the time. The other alternates I found were several hundred dollars and with no return policies, while the AlphaGrip was maybe $100 and had a one-month try-it-out period. So I gave it a month, and liked it enough that I now have two (one for my day job, and one for home).

    That said, there's definitely a learning curve -- don't expect to type very fast for the first few weeks. But the layout is also different enough that you don't overwrite your muscle memory for regular flat keyboards. I tried Dvorak typing, but hated it whenever I had to use a Qwerty machine; meanwhile, I can switch between using an AlphaGrip and a regular flat keyboard with no finger confusion. The built-in track ball means you can stand up and pace if you want and still get work done. And the shape is different enough that I was able to avoid the repetitive stress issues that were being caused by my use of a flat keyboard + mouse.

    YMMV and all that, naturally. :)

    (FWIW, I'm not connected with the AlphaGrip company in any way other than as a satisfied customer.)

    Cheers,

    --
    "What in the name of Fats Waller is that?"
    "A four-foot prune."
    1. Re:It works, though there is a learning curve. :) by Anonymous Coward · · Score: 0

      Thank you :)

  35. Good Luck With That by Anonymous Coward · · Score: 0

    "Even basic input, the keyboard and mouse, haven’t really changed in any meaningful way over the years."

    There is a reason why: You're up against evolution, and the keyboard/mouse combo has been the clear winner for decades. Every attempt to create something that is better or faster than the keyboard/mouse combination in the past 20 years hasn't come close. This is why Xbox Live doesn't allow PC players and Xbox players to multiplay - Microsoft tried it and quiety killed it when it was discovered that the worst keyboard/mouse players could regularly mop the floor with console thumb controllers. Remember American McGee hawking the Orb controller in the late 90's? It was the closest thing to a Maybe the industry has seen, but it it too died because it couldn't come close to matching the input speed of a mouse.

    The only way to beat the mouse is with something that tracks rapid acceleration, deceleration, and distance travelled of the hand on a 2D table top better than a mouse. Doing it in 3D space won't cut it because nobody wants to hold their hand in space for hours on end. Good luck.

  36. Old news by viperidaenz · · Score: 1

    Jerry Ellsworth, Jeff Keyzer and a few other hardware devs were sucked up by Valve months ago.

  37. Oh, do shut up. by Anonymous Coward · · Score: 0

    Sounds like you've been doing a bit too much of that coke yourself there, cowboy.

    Valve is an adjunct to the game industry. They want to make game controllers. They don't care about serving you or the business world.

    If they are feeling frustrated with the status quo, then that means they probably have a list of really good ideas they wish somebody would implement. If they're willing to stop complaining and do it themselves, then that's worthy of respect, not the crazed ravings of some clueless nitwit.

    Bye now.

  38. Holy shit, dude! by Anonymous Coward · · Score: 0

    What world do YOU live in?

    The gamers I know have the best gear on the planet, and they're pretty decent and well liked to boot.

    Self hate? Good god, man! You seriously need to change circles and find some new friends. Water rises to its own level and all that. The fact you notice it means you're ready to move on!

  39. I really dont see their point by Osgeld · · Score: 2

    You wanna make a game computer, super great, but I don't see their reasoning

    "We're frustrated by the lack of innovation in the computer hardware space"

    what? video cards keep getting more powerful and add hardware accelerated features, CPU's as well, monitors get bigger and sometimes more pixels and you the developers have damn near infinite amounts of ram and storage. Its not the lack of innovation in hardware, its YOU damn developers who wont get past your XBOX360 specs from over a half decade ago and never looking at anything else.

    "'Even basic input, the keyboard and mouse, haven’t really changed in any meaningful way over the years."

    Cause for many types of game it works very well

      "There's a real void in the marketplace,"

    Where? Its not in computer hardware, you just ignore that it exists, Its not in computer input cause you can get or adapt any type of controller imaginable for a PC, the only void I have seen is that theres not that much software thats little more than an after thought console port.

  40. What ever they are up by Anonymous Coward · · Score: 0

    It sure would be fun they would dive into HDMI and Thunderbolt.

  41. If they want a suggestion by FithisUX · · Score: 1

    Drop all special purpose gfx/audio/networking circuits like DSP to make drivers really simple and make them do exactly what they are intended to do gfx-> framebuffer, drive monitors audio -> produce sound, A/D conversion network -> remove dsp functions and use cpu + opencl PCIe cards to do all the math.

  42. Less Buttons Please by cyclomedia · · Score: 1

    As an avid PC gamer for a decade who in the past 4+ years has defected to consoles I consistently like games with less buttons. If I need 83 buttons on my mouse plus all 100 buttons on my keyboard to play a game I'm not interested (which yes, means I'm not interested in flight sims).

    For example, have an "up" button and a "down" button. DON'T have jump,climb,duck,rappel,lie-on-ground,swim-up,swim-down and shimmy-up-drainpipe buttons.

    I remember spending many years playing and coding half life mods and seeing that sort of thing a lot. One mod had lie-on-ground and crouch as separate buttons (in my mod you just pressed "down" again when crouched, and double-tapping "down" when stood up worked plenty fast enough. Another that springs to mind is TFC where the Demoman had to have a seperate set-a-detpack button instead of it just being a type of grenade.

    --
    If you don't risk failure you don't risk success.
  43. I called this about two weeks ago by Khyber · · Score: 1

    I even gave it a nickname: Project Sauna.

    Let's see how close my call mimics reality.

    --
    Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.